Leader: When the team contains 5 attributes, Team ATK 2.5x. When the team contains 5+ races, Team ATK 2x.Active: For 1 round, all runes have 30% effect of all attributes. When the team contains 5+ races, 3 runes of each attribute are converted to enchanted runes.Team skills:
- When used as leader and ally: Team HP, ATK and REC 1.3x. When 4+ combos are made, Team ATK 2.4x; further combos raise the multiplier by 0.2x, up to 3x at 7 combos.

Probably the exemplar of a "rainbow" style team in this game. Aether teams run on a maximum multiplier of 97.5x, which is insanely whoppinghugenormous. Of course, this is balanced by the gimmick of being the epitome of "rainbow" style teams in this game, needing both 5 races and 5 attributes.

Strengths and Weaknesses
+ Well-rounded overall stats
+ Amazingly versatile: lots of cards can be put into this team without sacrificing any of its firepower
+ Resistant to race/attribute blocking enemies
+ Deals good damage regardless of board state
= Far less "correct" or "optimal" setups/members than usual leaders
- Requires a large variety of trained cards to utilise fully
- Team building can be quite complex, needing to navigate around the restrictions
- Many traditional synergies of race/attribute are much less effective

Members
This team is simultaneously very diverse and very restrictive. All of the following are cards that you might consider dropping into an Aether team:

Water

Fire

Light

Dark

That isn't to say that they're all equally effective though, and some cards are rather more likely to be seen.

Below are a few sample compositions:

Circe pairs very nicely with Aether's natural combo goals, and the other cards are all powerful bursts in and of themselves - Ghroth offers insane damage, Aloha yields ten combos with two combos per attribute, and Lionel's extra shots also get triggered by Aloha and Aether's actives.

With their dragonwares, the VR JTTW are powerful statsticks and offer extra spin time. Daji in particular has an active useful to the whole team. Rakshasa also fits alongside them for even more stats, or even on her own as a nice damage booster. Good cards to keep benched and sub in as necessary, with bonus points for possibly occupying all four slots.

Aether offers some of the most challenging teambuilding decisions in the entire game. This is rewarded with some of the most power and versatility available out of a single leader. Provided your collection is large and varied enough, Aether can easily be a powerhouse.

Tbh, I would rather replace Dark Lionel with VR Daji but the fox just doesn't want to come to me. A special mention for Aether team is actually Circe. Circe was already pretty good when used in an Aether team before PR. But after PR Aether is released, the team heavily rewards good spinning skills, combined with Circe, we would surely see destructive numbers come out.

Hmm. Aether is really one of the most difficult decks to build and play, so I hope the rewards of using her are enough once she PRs.

I wanna use Aether - Lancelot - Yashiro - Aloha - Piasa + Aether because I wanna hedge my bets and run a defensive setup that relies on Lancelot to do most of the damage. Yashiro over Circe to allow damage reduce and to increase healing and guarantee full multiplier with boosted combo count. I'd switch WF for Zhao Yun/Qiongqi but I don't have the tiger. Might train up Iquitos to replace him if I find Aloha pointless.

Aether Shyplant Cassandra OVR Jackie Basti Aether would be my first take on the new aether, i wouldn't recommend Lancelot unless you can be sure to generate the dark runes tbh and my own Jackie is already a gamble since my dmg will be insane with 3 enchantress effects even if light in power.

Aether Circe Groth Fylgja Basti Aether should be close to the max burst with some luck i think.

All in all the strength of Aether will come with the team making ability of everyone of us and our respective collections... i loved her when i tested her way back when, used her for a long time, and am about ready to use her again

edit:I will share some of my usual musing about team making with Aether, for raw max dmg Circe is still queen, for every day spin high dmg, Yashiro is indeed the easy take even with the 2 longer cd, but when dwelling into unknown i would recommend Shyplant if only because her damage reduction makes the team reach an effective 2x hp in most situations.

edit 2: Lionels should remember that being single machines they will not get the fuel mechanic, making their dmg subpar for most intents and purposes.

(03-04-2018, 09:36 AM)Revdarian Wrote: edit:I will share some of my usual musing about team making with Aether, for raw max dmg Circe is still queen, for every day spin high dmg, Yashiro is indeed the easy take even with the 2 longer cd, but when dwelling into unknown i would recommend Shyplant if only because her damage reduction makes the team reach an effective 2x hp in most situations.

It's a common misconception, but Shyplant is more like a recovery 2x than an HP 2x. You can't tank any damage past your normal HP value and keep her effect going, but against what you can tank normally, she halves the amount of recovery you need to get back to full. For actual damage reduction, Piasa or the upcoming Ubume would be better for that.

Well the only moment it isn't an effective 2x is when you face Ambush, and in that case it is neither 2x recovery nor 2x HP, that is why i said most situations tho, her mechanic is different enough that i don't think that a single way to look at her is right, beyond sayind that she is pretty awesome (cd 6, dual bonus, immune to most resets, i really really love her <3 )

(03-05-2018, 02:07 AM)Revdarian Wrote: Well the only moment it isn't an effective 2x is when you face Ambush, and in that case it is neither 2x recovery nor 2x HP, that is why i said most situations tho, her mechanic is different enough that i don't think that a single way to look at her is right, beyond sayind that she is pretty awesome (cd 6, dual bonus, immune to most resets, i really really love her <3 )

The issue is that if your team has 20k HP normally and you have an actually permanent 50% damage reduction, you can tank and survive a 30k hit at CD1 no problem. (This is why Atlantis is so strong)

If you use Shyplant, then you can survive the first hit, but afterwards you've lost her effect, so not only are you guaranteed to die if you get hit in the next round, you've also lost an important damage booster to help you kill the enemy.

So it isn't an effective 2x HP because if you had 2x HP you'd be able to grind on a 30k hit, provided your recovery was good enough. It's one of the reasons you have to be really careful about using her in an elf team and avoid using her in situations where you'd be normally knocked to 1, because if your HP isn't high enough to begin with, you don't really benefit from the damage reduction that Shyplant gives.

Not saying that she isn't really good. Just that you can screw yourself if you don't understand the limitations of her effect.

The thing is Agnesi that in your example then you still wouldn't heal back at 2x the rate vs your recovery rate.

That is the thing with damage reduction, it is kinda both things a Health boost and Regen boost, what you muddled it with is the condition for it to gain the cooldown reduction. Trying to distill it as simply one or the other is misguided at best, i said that it was effective as a 2x HP since that was in my mind a simpler way to convey her importance.

So let's agree to disagree on that regard, while still being on the same page that it is a great card for most situations.

Welp I was thinking of making one thread but seems I was beaten to the punch. I've made my own (short)list of members, cutting off pretty much alot of cards that don't actually synergize well in a rainbow but I would look into wacky unique skills/F2P boosters.

Some early thoughts I'd like to add:

I thought it would be really interesting to add Furi to a rainbow since Earth = All is at least as good as a 1.5x or slightly more multiplier, and helps stabilize the team damage if you can dissolve all colours (unless earth rune drought lol). Also his active counts as 2 buffs so that could be an approach in handling debuffs.

Another common setup I've seen is Xi/Cass/Elf/Something (Diablo or Yvette usually for elf, Nidhogg/Medusa/Qiongqi for the last) since heart cancelling makes it easier to rack combos and the synergy of Cass with Elves.